From: LegendaryGuard Date: Mon, 4 Apr 2022 16:03:49 +0000 (+0000) Subject: Update title X-Git-Url: http://git.xonotic.org/?a=commitdiff_plain;h=af420f2e9afac9fc6dd6ff5d7d572fef4d6b5ce2;p=xonotic%2Fxonotic.wiki.git Update title --- diff --git a/Exporting-a-weapon-for-Xonotic.md b/Exporting-a-weapon-for-Xonotic.md new file mode 100644 index 0000000..e0dc144 --- /dev/null +++ b/Exporting-a-weapon-for-Xonotic.md @@ -0,0 +1,36 @@ +## WARNING: This tutorial is under construction! + +Blender version recommended: 2.79b or later *(if you want to contribute, it's strongly important use 2.79b for compatibility cases, they need to open from this version).* + +Requires [iqm plugin](https://gitlab.com/xonotic/iqm) as addon for Blender. + +# Introduction to export a weapon +**Keep in mind about weapon systems:** + +- `g_*.md3`: model mesh for item pickup spawn and third person. +- `h_*.iqm`: for first person animations; the skeleton and the bones (the rigging and animation part). Keep in mind, you would need `*.iqm.framegroups` (more info: [Framegroups](https://gitlab.com/xonotic/xonotic/-/wikis/framegroups), you can look `*.iqm.framegroups` opening a notepad to see what animations contain and the keyframes where these are set) +- `v_*.md3`: model mesh for first person and a glue of `h_*`; if `h_*.iqm` doesn't match with the animations needed of `v_*.md3`, it will generate spamming errors and bad pivot position. + +More info: [Weapon modeling system](Weaponsystem) + + +# Textures and UV map + +Keep in mind, when you've done your UV map in your model, you need to set this: +
+
+Md3exp +
+Texture must: + +- be of **Image** type +- mapping type **UV** +- have UV map assigned + +otherwise resulting data block will be filled with zeroes. +
+
+Md3_textures +
+
+[Blender reference about UV in MD3](https://archive.blender.org/wiki/index.php/Extensions:2.6/Py/Scripts/Import-Export/MD3/) \ No newline at end of file diff --git a/Tutorial:-Exporting-a-weapon-for-Xonotic.md b/Tutorial:-Exporting-a-weapon-for-Xonotic.md deleted file mode 100644 index e0dc144..0000000 --- a/Tutorial:-Exporting-a-weapon-for-Xonotic.md +++ /dev/null @@ -1,36 +0,0 @@ -## WARNING: This tutorial is under construction! - -Blender version recommended: 2.79b or later *(if you want to contribute, it's strongly important use 2.79b for compatibility cases, they need to open from this version).* - -Requires [iqm plugin](https://gitlab.com/xonotic/iqm) as addon for Blender. - -# Introduction to export a weapon -**Keep in mind about weapon systems:** - -- `g_*.md3`: model mesh for item pickup spawn and third person. -- `h_*.iqm`: for first person animations; the skeleton and the bones (the rigging and animation part). Keep in mind, you would need `*.iqm.framegroups` (more info: [Framegroups](https://gitlab.com/xonotic/xonotic/-/wikis/framegroups), you can look `*.iqm.framegroups` opening a notepad to see what animations contain and the keyframes where these are set) -- `v_*.md3`: model mesh for first person and a glue of `h_*`; if `h_*.iqm` doesn't match with the animations needed of `v_*.md3`, it will generate spamming errors and bad pivot position. - -More info: [Weapon modeling system](Weaponsystem) - - -# Textures and UV map - -Keep in mind, when you've done your UV map in your model, you need to set this: -
-
-Md3exp -
-Texture must: - -- be of **Image** type -- mapping type **UV** -- have UV map assigned - -otherwise resulting data block will be filled with zeroes. -
-
-Md3_textures -
-
-[Blender reference about UV in MD3](https://archive.blender.org/wiki/index.php/Extensions:2.6/Py/Scripts/Import-Export/MD3/) \ No newline at end of file